Thursday, February 23, 2017

Digits Blog Post #F- Chapter 10


The United States is a "melty pot". When I say melting pot people typically think of the diverse ethnic and racial backgrounds, and they are right! But in our melting melting pot we also have those who have disabilities. In the classroom students come from many different backgrounds, speak different languages or those who have a learning disability,  have a harder time learning, understanding class concepts and communicating. This also makes teaching a "bit" more difficult and really minimizes a teachers time to tend to every students needs. Luckily we have this awesome tool called technology that gets more advanced everyday.
While reading through chapter 10 I had to take a double take when I saw one of the terms "Handheld Calculators". I could not believe that a text book would be talking about something so basic I use everyday, and probably take for granted. I have (and probably most of everyone reading) used a calculator since math came into the picture, if not I would probably still be in middle school stuck with my multiplication tables. UGH. Calculators aren't just for people like me stuck on their multiplication tables, but also for those that may not be as confident in their number operations and need to focus more on the mathematical concepts. There are ups and downs of calculators, while we should not rely on calculators it is a great tool for those who need to focus more on the big picture and not be stuck on smaller details.
                                                         Photo by Anssi Koshkinen on Flicker

Another concept I looked at was "Electronic Spellers and Dictionaries", Like stated it is great for all ages. I know I can always use a tool to help me with my spelling. The part I found most interesting was TERC, a signing dictionary for the deaf and hard of hearing. TERC is a software that has Math and Science dictionaries so students can learn through text and a signing avatar (Maloy p. 256). When I attended University at The University of Wisconsin River Falls I took Sign Language as my second my class. It was by far the class I felt like I got the most knowledge out of. Not only learning how to sign and finding out more about the lives of those who are deaf and hard of hearing, but also putting myself in their shoes for a few hours, since we could not talk. Now I do not want to compare my short time in a classroom to the hurtles the deaf and hard of hearing people go through every single second of the day, but it gave me glimpse. Having tools such as TERC opens so many doors for not only communication but for learning and job opportunities.
Lastly I looked at "Roles of Technology", I think that is a key term to look at and a main point of why we should always be considering using technology in the classroom. Technology is used for "minimizing the impact of disability and mazimizn the opportunity to participate in the world" (Maloy p. 252). With the use of technology we are able to meet our students needs and be able to give them the fullest education and life that is possible. I would never want to hinder a students education by giving them less to do if they are not able to finish at a time when their peers do. If anything I am making sure they fall further behind. But with the help of technology we can make sure that students stay on track and are able to keep up with their peers.

Below is a YouTube video about using Assistive Technology and finding what is most suitable for that student. There is more to the process than we may think at a glance.

Like I said before, the United States is a melting pot, and a melting of all different kinds of learners. It is important that we dig deep to find what technology assistive tool helps that student the most. We are lucky that almost every day a new type of technology come out that helps students over come barriers and flourish. With all the different types of learners and students it keeps teachers on their toes and always up to date on how they can help their students succeed and grow into their true potential.




References:

InspiringEducation. "Using Assistive Technology to Support Learning." YouTube. YouTube, 30 Jan. 2015. Web. 23 Feb. 2017. Www.YouTube.com

Koskinen, Anssi. "Calculator." Flickr. Yahoo!, 23 Nov. 2006. Web. 24 Feb. 2017.

Maloy, Robert, Verock-O’Loughlin,Ruth-Ellen, Edwards, Sharon A., and Woolf, Beverly Park (2013). Transforming Learning with New Technologies. 2nd Edition. Boston, MA: Pearson Education, Inc.

Rhodes, McKenzie. "Disability is not Inability." Canva. 23, Feb. 2017. www.canva.com

Thursday, February 9, 2017

Digital Blog Post #E

Hi everyone!
When I was younger I grew up with my parents and others telling me that technology (computers, tv, phones, video games, ect.) was not good for you, and constantly telling me "it's going to rot your brain!". I agree with that statement on a certain level, but also think technology has bloomed into a tool that can help grow your brain and give it knowledge.
Creative Commons License photo By R Pollard
The first concept I looked at was the debates about games and gaming. Like stated in our book (Transforming Learning with New Technologies), I automatically think of video games, and imagine the brain starting to rot, since that is was I was always told. Now when I hear that word I think of the endless possibilities of what a video game could possibly be. "Two of every three households play video games, and 25% of those game players are 18 years old and younger" (Maloy, p 169). The 25% of those that play video games are in the age group of 18 years old and younger are the children we will be teaching and those that are student now. If we know that we can gear our students to finding a way to bring learning into their video games in their houses. They can have fun, and learn at the same time. I do still think that games can be harmful and that other useful skills can be hindered or not given enough attention to if there is too much of a focus on video games. But I do think there can be a healthy balance found.
The second concept I looked at that ties into my first concept is digital games for learning. There are so many different resources at our fingertips, as teachers or parents, that incorporate learning and gaming at the same time. "Games are active, challenging, and demanding of focus and concentration to solve problems in innovative ways...", if kids are able to see that you can have fun doing what they enjoy, like video games, they will be more excited to learn, we need to meet them on their level, not make them jump to ours (Maloy, p 171). When I was in grade school I believe Digital games for learning was pretty new. Our school sent out flyers that you could purchase CD games (wow...CD's, old school), and my parents where skeptical because it was gaming and they werent sure of the actual academic benefits from it, also the fact that the games are were not cheap to purchase. Now, gaming is a whole different level and we can see that it can have academic benefits and can be more cost friendly. I found the article Best Education Games for Kids that you can look through and see some of the digital games that may either be free or at a minimal cost.
Lastly, I looked at the concept of Building, inventing, and creating software, specifically looking at Google Earth. I remember when Google Earth came out and how it was a crazy concept to to wrap your mind around. You and your students literally have the world at your fingertips. You can travel to an area in the world or around your school without actually having to leave. You can look at the geography of an area or use google maps to see how long it would take you to get to a destination. It gives school and children the opportunity to see areas of the world that they may never get to experience.
Technology has its ups and downs, and video games can get a bad reputation. But with new software and technology that we have we are able to create a positive outcome and create a fun learning environments while meeting our children and students at their level.




Resources:

Maloy, Robert, Verock-O’Loughlin,Ruth-Ellen, Edwards, Sharon A., and Woolf, Beverly Park (2013). Transforming Learning with New Technologies. 2nd Edition. Boston, MA: Pearson Education, Inc.

Rhodes, McKenzie (2017, February 7). Oh the places you will go. created with Canva https://www.canva.com/

Schiola, Emily. "Best Educational Games for Kids." Digital Trends. N.p., 24 Mar. 2014. Web. 07 Feb. 2017. <http://www.digitaltrends.com/gaming/best-educational-games-kids/>.